Thanks throttle8 I hope you like it merry xmas,please leave feedback about this new scenario,it's a hell off alot of work to do,just need to know if it's worth while working on any more new scenarios in the future!

So I have managed to have a look at the scenario in WITP Editor X, as well as starting it up. My first impressions are... WOW! The artwork, just in case you didn´t know it already, is superb. What really caught my eye was the beautiful cage masts Kirk did on the US ships, great job Kirk! I also enjoyed the new aircraft art, really outstanding. As for the game, I am still in the set-up stage, but I can say there are certainly some surprises lurking about, so be careful! I am very much looking forward to pushing the orders button for the first time. So far the scenario looks almost error-free, but I did notice one AP without a name (what a pity I can´t remember where now). So Kirk, thanks again for this great Christmas present, the amount of work you have done for us is really staggering, and I know we all here appreciate it.

Cheers Tex I'm sure you will have noticed also that your PG HELENA is in game with new improved art,I will take a look to see if I can track down the AP without a name,which side was it on The Japanese or Allies?

I will give you a big hint about playing,watch out for mines they are more powerful and cause damage as per history,I mean the British lost there 1 and only Dreadnought to a mine during ww1,your warned use your new minesweepers to clear paths near bases! Also Torpedos do alot more damage, be sure to attach plenty destroyers etc to vital task forces,to hunt down the great many more submarines that are in the game,you gamers are in for a good few surprises enjoy MERRY XMAS!

Aha, thanks for the hint, I think minesweepers are finally going to be sexy! As for the AP, it was on the Allies side. In my set-up I only got through to Columbo, so it will be at one of the A-C ports.

Thanks Tex I will look to correct that as soon as possible,any errors I find I will release a little patch with them corrected just after xmas,I know for sure there are no game breakers,just one or two minor things might pop up.I opologise to anyone for any delays in fixing any little niggles,but I just a one man band here and it is a massive job trying to do all the new art plus tweek the millions of other things that go to make up a scenario.

Aha, thanks for the hint, I think minesweepers are finally going to be sexy! As for the AP, it was on the Allies side. In my set-up I only got through to Columbo, so it will be at one of the A-C ports.

Hi Tex I tracked it down to Batavia base = the AP is the Pijnacker Hordijk a small Dutch European AP.Thanks for that Tex thats that been fixed,will be in the next patch after xmas.

Thanks very much Kirk. The more I look into it, the more I am impressed with the work you put into this thing. Just creating the data in the scenario is huge work, but adding all the great artwork you´ve done on top of it makes it a truly massive undertaking. Great job!

Yes, it takes forever to set up When I set up the game I go through the active ship list, base by base, and create the task forces. I have just finished San Diego, so I can at least see the light at the end of the tunnel. I am hoping to play the first turn sometime this evening.

Also, the deployment is very interesting, lots of changes there. Having so many gunboats at Midway makes me a little nervous

Tex the reason for the gunboats at Midway is for extra protection against SUBMARINES they are now armed with depth charges. Oh sorry about adding so many new ships,makes for alot of task force orders,talking of task forces,I'm sure you will have noticed that there are none already setup,it makes the AI act slightly differently,it now does not attack places you would have expected in the past,at least not right away,it now takes about 4 or 5 days before things really start to kick off,but when it does boy take cover,big changes your warned!!!

Below is the difference in ships for GRAND CAMPAIGN 1922-26 / CASTLES OF STEEL

Okay, so after six turns there are quite a few task forces on the seas, and lots of air action. You want Gotha bombers? You got them- in abundance. And really, who ever heard of a torpedo carrying Spad XIII? Fortunately, the Gothas are just as ineffective as the Avro 504s, but I am not so happy about the Spads. We will see. As it is, the Japs drew first blood, sinking one of my very many DDs. I really like the fact there are no pre-formed TFs, it makes for quite a different game. Thanks very much Kirk, this is going to be fun

Tex I agree with you regarding SPAD XIII TORPEDO CARRYING ABILITY,so I have made another patch changing them back to just fighters,they will join the scenario now as upgrades with there new art,in there place on the Italian carriers, I have added Caproni Ca.5 well they are Italian and they were bombers,so they now have torpedo carring capability.

This second patch will be the last till at least the end of January next year.

I know it's early days since release of the scenario,but has anyone run into any major or minor problems,please let me know so that I can fix in the next patch if needed some time in January thanks,other than that I hope everyone enjoys the game!

Fast response Kirk! One question I have is about some of the aircraft ratings. I noticed my Vought VE-7 squadron on Guam several times went up against an unescorted flight of Gotha IV bombers, but they were not able to even damage one, much less shoot one down. In fact, the bombers actually shot down two of the fighters, which made me very curious. So I checked in the editor and the Gothas had a maneuver rating in the lower 30s, which I think is much too high. I think more realistic would be something like a maneuver rating of 12 to 15, with a durability rating of around 30. What do you think?

Tex here is another patch with the mine layer problem fixed plus alterations made to aircraft capabilities as per your query.Your fighters now have a better chance of success against them pesky bombers merry xmas!